Frogboy Frogboy

Multiplayer update and brief v1.1 info

Multiplayer update and brief v1.1 info

So this week we’re finishing the process of porting the 1.0x updates to multiplayer. The new combined version will be called v1.09E.  It has a handful of single player game fixes (like the free money from pioneer thing <g>).

After v1.09E, we’ll take a step back to see how people are playing multiplayer and start putting together plans for future improvements in that area based on the number of people in the community playing it.

For myself, I’ve been working on a different branch (v1.1) along with additional content for players of the book (Elemental: Destiny’s Embers).  People have been asking about what the focus of version 1.1 is.

So as some know, the initial release of Elemental was pretty buggy. Obviously, we didn’t intend that and we apologize for the inconvenience and disappointment this caused to our fans and community.  So these updates thus far have been largely about addressing those issues.  Given how traumatic the past month has been on all of us here, I can tell you we’ve spent a lot of time looking into the what, why, and how.  Obviously, fixing things won’t change the early negative reviews. But we’re big believers of word of mouth and we’ll see how things go as the game improves.

Version 1.1, however is almost purely new features and game play changes.  Briefly, here are the general changes:

  1. A global mana pool. Right now, every spell caster has their own private mana pool. This in turn allows players to imbue lots of units with spell casting ability who in turn can summon their own army of monsters.  In version 1.1, there will only be 1 mana pool to draw on and every summoned unit will have its own per turn mana cost to maintain it and every imbued champion will have a mana upkeep cost as well.  This goes back to our original concept of what a Channeler is: Are you going to keep your power for yourself and become incredibly powerful or spread it out into many creations?
  2. A revamp of the spells. Because of the above, we can have a much larger variance in the way spells function.
  3. Population becomes a stored resource rather than a consumed resource.  This means that soldiers, improvements, pioneers, etc. use population for them to function.  Players thus have to make choices between sending their citizens off to fight wars or use them to research new technologies, study spells, run your shops, etc.
  4. Money becomes more derived from people rather than things. Rather than relying on gold mines (which will still exist but won’t be the defacto source of wealth) money will come from the economic activity of your citizens (again, getting back to the concept of you’re rebuilding a society and your strength comes from the strength of your society).  The higher your population in a city, the more money it makes. Higher level cities gain access to improvements that magnify how much each citizen generates. Send your people off to war enmasse and you’ll hurt your economy.
  5. Training times for groups of units will have far less penalty. In essence, we will encourage larger sized armies to move towards more epic battles as well as reward those who have more developed, large cities (i.e. able to supply more citizens for training).
  6. Outposts won’t provide any housing anymore which also means no area of influence until you start housing people.  Outposts will function like…well, outposts. Guarding an area.
  7. Pioneers will be able build on resources outside your zone of control (as long as it’s neutral).
  8. Caravans will provide greater economic benefits but will no longer provide food.
  9. The new multithreaded AI will be in v1.1 which should allow the AI to fight a much more effective game and allow me to implement more background analysis functions (like in GalCiv II) rather than purely reactive (Elemental 1.0x).
  10. Technologies will begin provide special abilities to various types of units. In addition, special abilities will not be tied to “mana” but rather have a cooldown time (and in fact, cooldowns will be in generally).

This is, by no means, even a remotely complete list and it still pales compared to what we’ll be adding in the first free expansion.

We’re also in the process of further increasing staffing on Elemental based on analysis of what areas we need to improve internally. 

Anyway, v1.09E should be up this week, v1.1 should hopefully be ready sometime in October but no promises. We’re giving a lot of the team some time off to recover from the past few months.  At the very least, if you guys want a sneak peek, we can look at letting those who want to have access to our beta builds of v1.1 to tide them over (though I don’t recommend this for most users).

262,889 views 145 replies +2 Loading…
Reply #26 Top

.

Reply #28 Top

thanks!!! love updates on the updates!

Reply #29 Top

This is great news, I am excited about 1.1. Would love to beta test it too. I have been playing around a lot with the xml files and would like to see what will be possible. Any chance you can make it so buildings can give bonuses to trained units? Like a building which would give a plus 1 to attack when trained in that city? Would be good for some things I would like to do.

Reply #30 Top

Sign me up for another dose of beta pain.    Will fun be permitted this time ?

Reply #31 Top

Please please do something with the Dynasty System, magically disappearing Empires leave victories sorta hollow...

Reply #32 Top

Epic Battles sound....EPIC!!!!

Reply #33 Top

All sounds great.

 

However before you base the amount of work that will be put into multiplayer simply based on how many people are playing it, Id take a look at how well multiplayer works.

We tried playing it the other day, it was buggy, things didnt really work right, one game we got no monsters or heros, the next we got heros, and the next we got both. Its going to be hard to sit down and put alot of effort into multiplayer before you guys match it up with single player. Im always excited by your posts and updates Brad. However when you update or post about multiplayer its kind of a buzz kill. Its always very ho-hum will see, i dont really wanna do it but its on the box ;)

Just kinda feel like instead of making multiplayer EXACTLY like single player as a starting point, were more of second class citizens.

Reply #34 Top

:) on another note, dont get me wrong. Single player is making leaps and bounds every patch and I have enjoyed it since pre release. :) Im very excited for 1.1 and the future expansions, as well as player content and additional general patches.

 

S.R.

Reply #35 Top

Is there a time frame for the demo? I own the game but I have a few friends I want to keep in the loop. They were big MoM fans.

 

Assuming 1.1 comes out in October, add in a few hot fixes, carry the 5, I thought perhaps late November?

Reply #37 Top

On #6, is that replacing outposts cost 1 food that you posted earlier?  If so, I think it's a better solution.  If not, it might be too much of a penalty.

 

Discouraging city spam is one thing, but that might be overkill.

 

Idea on the training groups of units.  How about this, allow for upgrading smaller groups of units into bigger groups. 

 

You lose the old unit instantly, but the training time for the group is decreased, and the new unit starts with a portion of the old unit's XP. (1/3rd maybe?)

 

One more suggestion on caravans: I think as the trade route matures, it should take more then a single darkling, or dislike of excessive micromanagement to mess the caravan up.  Maybe give the caravans guards over time, or require a minimum combat strength to fight a caravan, which would increase over time?

 

Reply #38 Top

Quoting StarReaper, reply 33
were more of second class citizens.
End of StarReaper's quote

Nope, until hotseat and PBEM are supported multiplayer is third class, and then its players will be second class till they finally sync up single and multiplayer to both be fully featured.

Reply #39 Top

They are not doing either Hotseat or By email.

Reply #40 Top

Quoting StarReaper, reply 39
They are not doing either Hotseat or By email.
End of StarReaper's quote

They need to. They are the best forms of multiplayer, especially PBEM for long games.

Reply #41 Top

Thinking this over the past few days, I probably was experiencing the same scope blindness as the dev team in that I was all hyped up on how great the concept is that I couldn't see past it to objectively examine the game.  Looking forward to the changes.  I'm thinking with the new focus on city development negative city enchantments will have more utility.

Hoping the "glass cannons" issue is addressed as well.  Initiative for first move concerns me, as it could mean instant death for any given unit in combat.  I had a disappointing tactical combat encounter in beta where the adventurer I attacked moved first and killed my sovereign on first turn.

Reply #42 Top

These changes sound like they're going to bring the game much closer toward what people expected at release. Can't wait.

Reply #43 Top

Great potential update, after I bought the game, I realized how useless population was and it didn't feel right at all. This is a much better and more intuitive system, great work! Keep the updates coming, and i'll keep buying  new products like a good happy consumer. :D

Reply #44 Top

Just want to chime in and say please consider me for beta testing releases (and I am one of those troublesome Win 7-64b users who can find their own logs =).  My time is a quickly shifting resource, but I enjoyed contributing what I could to the 3 and 4 round betas, and would like to continue to do so.

In a differentially nerd centric question, any chance for a separate forum discussion (doesn't have to be this one) of the software engineering procedures you are going to try to use to prevent future developer bias in release approvals?  Straight up independent reviewer theory?  Expanded quality assurance benchmarking?  A mixture of the two? Something much cooler I am ignorant of? (User acceptance I would call madness for this one) 

Developer blindness to issues on large projects is something I am painfully personally aware of; my vote is that you have handled mistakes with an element of class, interested in more technically detailed lessons learned.

 

Reply #45 Top

Question:

Are all the features already planned and on programming stage, or is there a chance more things will enter from sources like the ideas forum to the 1.1 version?

Reply #46 Top

I would love to be included in the beta test but I'm not very technically minded.  That said if you want player feedback from a casual game on gameplay then I'd be more than happy to help out.

 

One quick question, would it be possible to have the beta client installed seperately from the non beta client? My wife and I tend to play Elemental multiplayer and I don't want to stop gaming with her in the non-beta version of the game.

 

Cheers,


Raven

Reply #47 Top

Frogboy, sometimes your posts remembers me of the donkey with the carrot in front. With such posts you are watering my mouth and I think myself - damn, why isn't the release/update not already there. But there is a big different between you/your company and other developers outside. If you implement an idea which in the end turns out it doesn't really fit or is a subject which can be easily being abused you're not leaning back and tell nothing or say that's it.. no, you try to improve the things or change them :-) In the end, I think most of us will get the carrot - some of us earlier, some of us later - depends of the own expection. And I didn't want to insult anybody here.. I only had a smile in my face thinking of that picture, therefore used it :-)

 

Some comments and maybe areas for the upcoming 1.1 which were not touched or even discussed:

MODDING:

* May consider subfolders for modding so that every 'mod' can have its own set of different subfolder within their own structure (e.g. gfx, etc). This would keep the whole stuff more clean and lean :-)

* One part in the modding of Civ5 was that you could define within a mod which parts of the original game are not going to be used.. e.g. if a mod would create new factions / races with a different balance tree in mind it would be perfect if the mod could disable the standard factions. Would have an big benefit if someone would like to define new values for an e.g. improvement available - disable the original one and write the new one. Currently the work around is a pain

* A new mask in the game to disable/enable mods prior to startup of a new game.. I always liked the ability to enable/disable mods in WoW (even if I don't play it any longer, but the modding was funny there). Or if this is not possible, give us that option prior to start of the application. I think in the future if there are xxx mods available, if I don't like to have it for the current game, I have to delete that mod :-(

 

thx for considering :-)

Reply #48 Top

Since a lot of the hardcore CIV fans arent happy, there is a little window the next few months for getting this game back on track and stealing some new strategy gamers from them :) The race is on


To be a bit more serious. The changes sounds good and I am looking forward to them. Stay on these roads...

Reply #49 Top

Those steps steps are in the right direction. I specially like 1, 2 an 10! Hope to see them implemented soon.

Reply #50 Top

Looks like some awesome game changers are coming in. Can't wait.

*starts to train his cat to hit refresh every 5 seconds*